using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using TesteIATcc.Entidades;
using TesteIATcc.Universo;

namespace TesteIATcc
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class TesteIA : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        Jogador jogador1;
        Fase fase01;
        //public SpriteBatch spriteBatch;

        private float timerJogo = 0f;
        private float intervaloJogo = 0.60f;

        public TesteIA()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.IsFixedTimeStep = false;

            fase01 = new Fase(this, this.jogador1);
            this.Components.Add(fase01); 

            jogador1 = new Jogador(this);                      
            this.Components.Add(jogador1);

            this.Services.AddService(typeof(Jogador), this.jogador1);            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            //spriteBatch = new SpriteBatch(GraphicsDevice);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            this.timerJogo = (int)gameTime.ElapsedGameTime.TotalMilliseconds;
            if (this.timerJogo > this.intervaloJogo)
            {
                this.timerJogo = 0f;
                if (fase01.FimDaFase)
                {
                    //instancia a fase 2
                }

                base.Update(gameTime);
            }
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
